sequential patterns of affective states of novice programmers

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Sequential Patterns of Affective States of Novice Programmers Nigel Bosch 1 and Sidney D’Mello 1,2 Departments of Computer Science 1 and Psychology 2 , University of Notre Dame Notre Dame, IN 46556, USA {pbosch1, sdmello}@nd.edu Abstract. We explore the sequences of affective states that students experience during their first encounter with computer programming. We conducted a study where 29 students with no prior programming experience completed various programming exercises by entering, testing, and running code. Affect was measured using a retrospective affect judgment protocol in which participants annotated videos of their interaction immediately after the programming ses- sion. We examined sequences of affective states and found that the sequences Flow/Engagement Confusion and Confusion Frustration occurred more than expected by chance, which aligns with a theoretical model of affect during complex learning. The likelihoods of some of these frequent transitions varied with the availability of instructional scaffolds and correlated with performance outcomes in both expected but also surprising ways. We discuss the implica- tions and potential applications of our findings for affect-sensitive computer programming education systems. Keywords: affect, computer programming, computerized learning, sequences 1 Introduction Given the unusually high attrition rate of computer science (CS) majors in the U.S. [1], efforts have been made to increase the supply of competent computer program- mers through computerized education, rather than relying on traditional classroom education. Some research in this area focuses on the behaviors of computer program- ming students in order to provide more effective computerized tutoring and personal- ized feedback [2]. In fact, over 25 years ago researchers were exploring the possibility of exploiting artificial intelligence techniques to provide customized tutoring experi- ences for students in the LISP language [3]. This trend has continued, as evidenced by a number of intelligent tutoring systems (ITSs) that offer adaptive support in the do- main of computer programming (e.g. [4–6]). One somewhat neglected area in the field is the systematic monitoring of the affec- tive states that arise over the course of learning computer programming and the im- pact of these states on retention and learning outcomes. The focus on affect is moti- vated by considerable research which has indicated that affect continually operates throughout a learning episode and different affective states differentially impact per-

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Page 1: Sequential Patterns of Affective States of Novice Programmers

Sequential Patterns of Affective States of Novice

Programmers

Nigel Bosch1

and Sidney D’Mello1,2

Departments of Computer Science1 and Psychology2, University of Notre Dame

Notre Dame, IN 46556, USA

{pbosch1, sdmello}@nd.edu

Abstract. We explore the sequences of affective states that students experience

during their first encounter with computer programming. We conducted a study

where 29 students with no prior programming experience completed various

programming exercises by entering, testing, and running code. Affect was

measured using a retrospective affect judgment protocol in which participants

annotated videos of their interaction immediately after the programming ses-

sion. We examined sequences of affective states and found that the sequences

Flow/Engagement Confusion and Confusion Frustration occurred more

than expected by chance, which aligns with a theoretical model of affect during

complex learning. The likelihoods of some of these frequent transitions varied

with the availability of instructional scaffolds and correlated with performance

outcomes in both expected but also surprising ways. We discuss the implica-

tions and potential applications of our findings for affect-sensitive computer

programming education systems.

Keywords: affect, computer programming, computerized learning, sequences

1 Introduction

Given the unusually high attrition rate of computer science (CS) majors in the U.S.

[1], efforts have been made to increase the supply of competent computer program-

mers through computerized education, rather than relying on traditional classroom

education. Some research in this area focuses on the behaviors of computer program-

ming students in order to provide more effective computerized tutoring and personal-

ized feedback [2]. In fact, over 25 years ago researchers were exploring the possibility

of exploiting artificial intelligence techniques to provide customized tutoring experi-

ences for students in the LISP language [3]. This trend has continued, as evidenced by

a number of intelligent tutoring systems (ITSs) that offer adaptive support in the do-

main of computer programming (e.g. [4–6]).

One somewhat neglected area in the field is the systematic monitoring of the affec-

tive states that arise over the course of learning computer programming and the im-

pact of these states on retention and learning outcomes. The focus on affect is moti-

vated by considerable research which has indicated that affect continually operates

throughout a learning episode and different affective states differentially impact per-

Page 2: Sequential Patterns of Affective States of Novice Programmers

formance outcomes [7]. Some initial work has found that affective states, such as

confusion and frustration, occur frequently during computer programming sessions [8,

9] and these states are correlated with student performance [10].

The realization of the important role of affect in learning has led some researchers

to develop learning environments that adaptively respond to affective states in addi-

tion to cognitive states (see [11] for a review). Previous research has shown that affect

sensitivity can make a measurable improvement on the performance of students in

other domains such as computer literacy and conceptual physics [12, 13]. Applying

this approach to computer programming education by identifying the affective states

of students could yield similarly effective results, leading to more effective systems.

Before it will be possible for an affect-sensitive intelligent tutoring system to be

successful in the computer programming domain, more research is needed to deter-

mine at a fine-grained level what affective states students experience and how affect

interacts and arises from the students’ behaviors. Previous work has collected affec-

tive data at a somewhat coarse-grained level in a variety of computer programming

education contexts. [10] collected affect using two human observers, and were able to

draw conclusions about what affective states led to improved performance on a com-

puter programming exam. [14] induced affect in experienced programmers using

video stimuli, and found that speed and performance on a coding and debugging test

could be increased with high-arousal video clips.

In our previous work [15], we examined the affect of 29 novice programmers at

20-second intervals as they solved introductory exercises on fundamentals of comput-

er programing. We found that flow/engagement, confusion, frustration, and boredom

dominated the affect of novice programmers when they were not in a neutral state.

We found that boredom and confusion were negatively correlated with performance,

while the flow/engagement state positively predicted performance. This paper contin-

ues this line of research by exploring transitions between affective states.

Specifically, we test a theoretical model on affect dynamics that has been proposed

for a range of complex learning tasks [16]. This theoretical model (Fig. 1) posits four

affective states that are crucial to the learning process: flow/engagement, confusion,

frustration, and boredom. The model predicts an important interplay between confu-

sion and flow/engagement, whereby a learner in the state of flow/engagement may

encounter an impasse and become confused. From the state of confusion, if an im-

passe is resolved the learner will return to the state of flow/engagement, having

learned more deeply. This is in line with other research which has shown that confu-

sion helps learning when impasses are resolved [17]. On the other hand, when the

source of the confusion is never resolved, the learner will become frustrated, and

eventually bored if the frustration persists.

Researchers have found some support for this theoretical model of affective dy-

namics in learning contexts such as learning computer literacy with AutoTutor [16],

unsupervised academic research [18], and narrative learning environments [19]. We

expect the theoretical model to apply to computer programming as well.

Page 3: Sequential Patterns of Affective States of Novice Programmers

We posit that en-

countering unfamiliar

concepts, syntax and

runtime errors, and

other impasses can

cause confusion in a

computer programmer.

When those impasses

are resolved, the pro-

grammer will be better

equipped to anticipate

and handle such im-

passes in the future,

having learned some-

thing. Alternatively, if

the impasses persist,

programmers may become frustrated and eventually disengage, entering a state of

boredom in which it is difficult to learn.

To explore the applicability of this model to the domain of novice computer pro-

gramming, this paper focuses on answering the following research questions: 1) what

transitions occur frequently between affective states? 2) how are instructional scaf-

folds related to affect transitions? and 3) are affective transitions predictive of learn-

ing outcomes? These questions were investigated by analyzing affect data collected in

a previous study [15] where 29 novice programmers learned the basics of computer

programming over the course of a 40-minute learning session with a computerized

environment, as described in more detail below.

2 Methods

Participants were 29 undergraduate students with no prior programming experience.

They were asked to complete exercises in a computerized learning environment de-

signed to teach programming fundamentals in the Python language. Participants

solved exercises by entering, testing, and submitting code through a graphical user

interface. Submissions were judged automatically by testing predetermined input and

output values, whereupon participants received minimal feedback about the correct-

ness of their submission. For correct submissions they would move on to the next

exercise, but otherwise would be required to continue working on the same exercise.

The exercises in this study were designed in such a way that participants would

likely encounter some unknown, potentially confusing concepts in each exercise. In

this manner we elicited emotional reactions similar to real-world situations where

computer programmers face problems with no predefined solutions and must experi-

ment and explore to find correct solutions. Participants could use hints, which would

gradually explain these impasses and allow participants to move on in order to pre-

Fig. 1. Theoretical model of affect transitions.

Page 4: Sequential Patterns of Affective States of Novice Programmers

vent becoming permanently stuck on an exercise. However, participants were free to

use or ignore hints as they pleased.

Exercises were divided into two main phases. In the first phase (scaffolding), par-

ticipants had hints and other explanations available and worked on gradually more

difficult exercises for 25 minutes. Performance in the scaffolding phase was deter-

mined by granting one point for each exercise solved and one point for each hint that

was not used in the solved exercises. Following that was the second phase (fadeout),

in which they had 5 minutes to work on a debugging exercise, and 10 minutes to work

on another programming exercise with no hints. In this study we will not consider the

debugging exercise because it was only 5 minutes long. Performance was determined

by two human judges who examined each participant’s code, determined the number

of lines matching lines in the correct solution, and resolved their discrepancies.

Finally, we used a retrospective affect judgment protocol to assess student affect

after they completed the 40-minute programming session [20]. Participants viewed

video of their face and on-screen activity side by side, and were polled at various

points to report the affective state they had felt most at the polling point. The temporal

locations for polling were chosen to correspond with interactions and periods of no

activity such that each participant had 100 points at which to rate their affect, with a

minimum of 20 seconds between each point. Participants provided judgments on 13

emotions, including basic emotions (anger, disgust, fear, sadness, surprise, happi-

ness), learning-centered emotions (anxiety, boredom, frustration, flow/engagement,

curiosity, confusion/uncertainty) and neutral (no apparent feeling).The most frequent

affective states, reported in [15], were flow/engagement (23%), confusion (22%),

frustration (14%), and boredom (12%), a finding that offers some initial support for

the theoretical model discussed in the Introduction.

3 Results and Discussion

We used a previously developed transition likelihood metric to compute the likeli-

hood of the occurrence of each transition relative to chance [21].

( ) =( | ) ( )

( )(1)

This likelihood metric determines the conditional probability of a particular affec-

tive state (next), given the current affective state. The probability is then normalized

to account for the overall likelihood of the next state occurring. If the affective transi-

tion occurs as expected by chance, the numerator is 0 and so likelihood is as well.

Thus we can discover affective state transitions that occurred more (L > 0) or less (L <

0) frequently than expected by chance alone.

Before computing L scores we removed transitions that occurred from one state to

the same state. For example, a sequence of affective states such as confusion, frustra-

tion, frustration, boredom would be reduced to confusion, frustration, boredom. This

was done because our focus in this paper is on the transitions between different affec-

tive states, rather than on the persistence of each affective state [16, 18]. Furthermore,

Page 5: Sequential Patterns of Affective States of Novice Programmers

although transition likelihoods between all 13 states (plus neutral) were computed, the

present paper focuses on transitions between states specified in the theoretical model

(boredom, confusion, flow/engagement, and frustration), which also happen to be the

most frequent affective states.

What transitions occur frequently between affective states? We found the tran-

sitions that occurred significantly more than chance (L = 0) by computing affect tran-

sition likelihoods for individual participants and then comparing each likelihood to

zero (chance) with a two-tailed one-sample t-test. Significant (p < .05) and marginally

significant (p < .10) transitions are shown in Figure 2 and are aligned with the theoret-

ical model on affect dynamics.

Three of the predicted tran-

sitions, Flow/Engagement

Frustration, and Frustration

, were signifi-

cant and matched the theo-

retical model. Confusion

Flow/Engagement was in

the expected direction and

approached significance (p

= .108), while B

Frustration was in the ex-

pected direction but not

significant. The Frustration

oredom transition was

not in the expected direction

and was also not significant.

Hence, with the exception

of the Frustration Bore-

dom links, there was sup-

port for four out of the six

transitions espoused by the theoretical model. This suggests that the components of

the model related to the experience of successful (Flow/Engagement

resolution of impasses were con-

firmed. Therefore, the present data provide partial support for the model.

The Boredom low/Engagement transition, which occurred at marginally sig-

nificant levels (p = .091), was not predicted by the theoretical model. It is possible

that the nature of our computerized learning environment encouraged this transition

more than expected. This might be due to the fast-paced nature of the learning ses-

sion, which included 18 exercises and an in-depth programming task in a short 40-

minute session. Furthermore, participants had some control over the learning envi-

ronment in that they could use bottom-out hints to move to the next exercise instead

of being forced to wallow in their boredom. The previous study that tested this model

used a learning environment (AutoTutor) that did not provide any control over the

s-

Fig 2. Frequently observed affective state transitions. Edge

labels are mean likelihoods of affective state transitions.

Grey arrows represent transitions that were predicted by the

theoretical model but were not significant. The dashed

arrow represents a transition that was marginally significant

but not predicted. *p < .10, **p < .05

Page 6: Sequential Patterns of Affective States of Novice Programmers

engaging from being

forced effort) links in the earlier data [16].

How are instructional scaffolds related to affect transitions? To answer this

question we looked at the differences between the scaffolding and fadeout phases of

the study, as previously described. We discarded the first 5 minutes of the scaffolding

phase to allow for a “warm-up” period during which participants were acclimating to

the learning environment. We also discarded the 25 to 30 minutes portion, which was

the debugging task in the fadeout phase. The debugging task was significantly differ-

ent from the problem-solving nature of the coding portions, and so we excluded it

from the current analysis to increase homogeneity. Differences between likelihoods of

the five significant or marginally significant transitions from Figure 2 were investi-

gated with paired samples t-test (see Table 1).

Table 1. Means and standard deviations (in parentheses) for common transitions in the

scaffolding phase (5-25 minutes) and the coding portion of the fadeout phase (30-40 minutes).

Transition Scaffolding Fadeout Coding N

Flow/Engagement **.115 (.308) **.354 (.432) 20

/Engagement .101(.241) .029(.331) 27

.105 (.276) .184 (.416) 27

.047 (.258) .116 (.445) 21

/Engagement .096 (.166) .226 (.356) 14

*p < .10, **p < .05

The likelihood of participants transitioning from flow/engagement to confusion

was significantly higher in the fadeout phase compared to the scaffolding phase. This

may be attributed to the fact that participants have hints and explanations in the scaf-

folding phase, so in the event of a confusing impasse, a hint may be helpful in resolv-

ing the impasse, thereby allowing participants to return to a state of flow/engagement.

With no such hints, confused participants may become more frustrated in the fadeout

phase, as evidenced by a trend in this direction. This finding is as expected from the

theoretical model, which states that confusion can lead to frustration when goals are

blocked and the student has limited coping potential (e.g. being unable to progress on

an exercise in this case).

Although not significant, there also appears to be an increase in the

Flow/Engagement affect transition in the fadeout phase. It is possible that too much

readily available assistance prevents students from re-engaging on their own.

Are affective transitions predictive of learning outcomes? To determine what

affective state transitions were linked to performance on the programming task, we

correlated the likelihood of affect transitions with the performance metrics described

in the Methods. In previous work we found correlations between performance and the

proportions of affective states experienced by students [15]. Hence, when examining

the correlations between affect transitions and performance, partial correlations were

used to control for the proportions of the affective states in the transitions.

Page 7: Sequential Patterns of Affective States of Novice Programmers

Table 2 lists correlations between frequent transitions and performance. These in-

clude correlations between affect transitions in the scaffolding phase with perfor-

mance in the scaffolding phase (Scaffolding column) and transitions in the fadeout

phase with performance in the fadeout coding phase (Fadeout Coding 1). We also

correlated transitions in the scaffolding phase with performance in the fadeout coding

phase (Fadeout Coding 2). This allows us to examine if affect transitions experienced

during scaffolded learning were related to future performance when learning scaffolds

were removed. Due to the small sample size, in addition to discussing significant

correlations, we also consider non-significant correlations approaching 0.2 or larger to

be meaningful because these might be significant with a bigger sample. These correla-

tions are bolded in the table.

Table 2. Correlations between affect transitions and performance.

Transition Scaffolding Fadeout

Coding 1

Fadeout

Coding 2

Flow/Engagement .046 -.094 -.098

-.274 -.256 *-.365

.114 **.499 **.424

*-.368 .051 -.275

Flow/Engagement -.034 .050 -.063

*p < .10, **p < .05

The correlations were illuminating in a number of respects. The Confusion

Flow/Engagement transition correlated negatively with performance. This is contrary

to the theoretical model which would predict a positive correlation to the extent that

confused learners return to a state of flow/engagement by resolving troublesome im-

passes with effortful problem solving. It is possible that students who frequently expe-

rienced this transition were doing so by taking advantages of hints as opposed to re-

solving impasses on their own. This would explain the negative correlation between

Confusion and performance.

To investigate this possibility we correlated hint usage in the scaffolding phase

with the Confusion transition, controlling for the proportion of

confusion and flow/engagement. The number of hints used in the scaffolding phase

correlated positively, though not significantly, with the Confusion

Flow/Engagement transition in the scaffolding phase (r = .297) and the fadeout cod-

ing phase (r = .282). Additionally, hint usage correlated negatively with score in the

scaffolding phase (r = -.202) and the fadeout coding phase (r = -.506). This indicates

that students using hints tended to experience the Confusion

transition more (as expected) but this hindered rather than helped learning because

students were not investing the cognitive effort to resolve impasses on their own.

Similarly, the correlation between and performance is in-

consistent with the theoretical model, which would predict a negative relationship

between these variables. This unexpected correlation could also be explained on the

basis of hint usage. Specifically, the number of hints used in the scaffolding phase

Page 8: Sequential Patterns of Affective States of Novice Programmers

correlated negatively, though not significantly, with the

transition in the scaffolding phase (r = -.258) and the fadeout coding phase (r = -

.171). This finding suggests that although hints can alleviate the Confusion Frus-

tration transition, learning improved when students are able to resolve impasses on

their own, which is consistent with the theoretical model.

Finally, the correlation between nfusion was in the expected di-

rection. The transition occurs when a student experience

additional impasses while in the state of frustration. This transition is reflective of

hopeless confusion, which is expected to be negatively correlated with performance,

as revealed in the data.

4 General Discussion

Previous research has shown that some affective states are conducive to learning in

the context of computer programming education while others hinder learning.

Flow/engagement is correlated with higher performance, while confusion and bore-

dom are correlated with poorer performance [10, 15]. Transitions between affective

states are thus important because they provide insight into how students enter into an

affective state. Affect-sensitive ITSs for computer programming may be able to use

this information to better predict affect, intervening when appropriate to encourage

the flow/engagement state and minimize the incidence of boredom and frustration.

We found that the presence or absence of instructional scaffolds were related the

affect transitions experienced by students, especially the Flow/Engagement u-

sion transition. Our findings show that this transition is related to the presence of

hints, a strategy which might be useful in future affect-sensitive ITS design for com-

puter programming students. Similarly, we found that instructional scaffolds were

related to the transition, which is not part of the theo-

retical model. Future work on ITS design might also need to take into account this

effect and moderate the availability of scaffolds to promote this affect transition.

The affect transitions that we found partially follow the predictions of the theoreti-

cal model. Impasses commonly arise in computer programming, particularly for nov-

ices, when they encounter learning situations with which they are unfamiliar. New

programming language keywords, concepts, and error messages present students with

impasses that must be resolved before the student will be able to continue. Unresolved

impasses can lead to frustration and eventually boredom. The alignment between the

theoretical model and the present data demonstrates the model’s applicability and

predictive power in the context of learning computer programming.

That being said, not all of the affect transitions we found matched predictions of

the theoretical model. This includes lack of data to support the predicted Frustration

and the presence of an unex-

w/Engagement transition. Limitations with this study are like-

ly responsible for some of these mismatches. The sample size was small, so it is pos-

sible that increased participation in the study might confirm some of these expected

transitions. In particular, the Bo was in the predicted

Page 9: Sequential Patterns of Affective States of Novice Programmers

direction but not significant in our current sample. Additionally, we exclusively fo-

cused on affect, but ignored the intermediate events that trigger particular affective

states (e.g., system feedback, hint requests, etc.). We plan to further explore our data

by incorporating these interaction events as possible triggers for the observed transi-

tions between affective states. This will allow us to more deeply understand why

and

some unexpected transitions did Engagement).

It is also possible that some aspects of the model might need refinement. In par-

ticular there appears to be an important relationship between

transitions, Confusion Flow/Engagement transitions, performance, and hint usage.

While hints may allow students to move past impasses and re-enter a state of

flow/engagement, they may lead to an illusion of impasse resolution, which is not

useful for learning. Conversely, resolving impasses without relying on external hints

might lead a confused learner to momentarily experience frustration, but ultimately

improve learning. Future work that increases sample size and specificity of the data

(i.e., simultaneously modeling dynamics of affect and interaction events) will allow

us to further explore the interaction of hints with the theoretical model, and is ex-

pected to yield a deeper understanding of affect dynamics during complex learning.

Acknowledgment. This research was supported by the National Science Foundation

(NSF) (ITR 0325428, HCC 0834847, DRL 1235958). Any opinions, findings and

conclusions, or recommendations expressed in this paper are those of the authors and

do not necessarily reflect the views of NSF.

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